Grimdark Future - Human Defense Force v1.0

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The document provides an overview of the Human Defense Force (HDF) military, including its origins, troop compositions, and equipment.

The HDF relies on large numbers of poorly equipped standard infantry supported by specialized units and heavy weapons for added firepower. Tactics focus on coordinated efforts rather than individual heroics.

The HDF utilizes various specialized infantry like stormtroopers, snipers, cavalry, and heavy 'ogre' troops to fulfill flanking, objective grabbing, and heavy firepower roles.

Grimdark Future – Human Defense Force v1.

0
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Background About OPR


The Human Defense Force (HDF) is a conglomerate of armies OPR (onepagerules) is the home of many free games which
from all human controlled planets in the Sirius sector. It is are designed to be fast to learn and easy to play. This project
thanks to this diversity of military cultures that humans have was made by gamers for games and it can only exist thanks to
been able to stay alive amongst the innumerable threats and the generous support of our awesome community!
dangers they face in this new habitat.
If you’d like to support the continued development of our
When humans were still on earth two large coalitions formed, games you can donate on patreon.com/onepagerules.
one that believed in religion and one that believed in science.
As technology advanced war for dominance over the solar Find more of our games at onepagerules.wordpress.com.
system broke out, and the destruction of earth was imminent.
Join the community by following us here:
In order to ensure human survival colonization ships escaped
to the Sirius sector, and no contact has been made with the  Facebook: facebook.com/onepagerules
solar system since.  Reddit: reddit.com/r/onepagerules
 Twitter: twitter.com/OnePageRules
Unfortunately old habits die hard, and once the Sirius sector
was reached humanity split apart yet again… If you want to give us your feedback or have any questions
feel free to contact us:
Strategy
 Forum: onepagerules.proboards.com
The Human Defense Force (HDF) consists mainly of weak and  E-Mail: onepageanon@gmail.com
poor quality troops, which can be significantly improved by
pairing them with commanders, drill sergeants, etc. As such Thank you for playing and happy wargaming!
they are an army that relies on large masses of troops.
Gaetano Ferrara (onepageanon)
Most units can be upgraded with special weapons, however if
you are looking to support them there is nothing better than
a heavy weapons team. These can be used to cover your main
force’s advance and take out priority targets.

The army also has a variety of specialized troops such as


cavalry squads and storm troopers. These can easily flank the
enemy and grab objectives whilst your main force keeps your
opponent busy.

The HDF is truly a combined army which wins battles through


coordinated efforts rather than individual heroics.
Grimdark Future – Human Defense Force v1.0
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Command Squad [5] 4+ 3+ Assault Rifles (24”, A1) Commander, Hero A, B, C 90pts
Storm Troopers 4+ 4+ Heavy Assault Rifles (24”, A1, AP(2)) Ambush, Commander, Hero, Strider B, D, E 150pts
Command Squad [5]
Executioner [1] 5+ 3+ Pistol (12”, A1), CCW (A2) Executioner, Hero, Tough(3) C 15pts
Drill Sergeant [1] 5+ 3+ Pistol (12”, A1), CCW (A2) Battle Drills, Hero, Tough(3) F 25pts
Psychic [1] 5+ 3+ Pistol (12”, A1), CCW (A2) Hero, Psychic(1), Tough(3) G 35pts
Conscripts [10] 6+ 3+ Assault Rifles (24”, A1) - - 60pts
Infantry Squad [5] 5+ 3+ Assault Rifles (24”, A1) - H, I, J 50pts
Heavy Weapons [3] 5+ 3+ Heavy Machineguns (36”, A3, AP(1)) Tough(3) J 95pts
Special Weapons [5] 5+ 3+ Assault Rifles (24”, A1) - K 50pts
Veterans [5] 4+ 3+ Assault Rifles (24”, A1) - A, C, L 70pts
Storm Troopers [5] 4+ 4+ Heavy Assault Rifles (24”, A1, AP(2)) Ambush, Strider D, E 130pts
Cavalry Squad [5] 5+ 3+ Pistols (12”, A1), Fast, Impact(1) N 100pts
Energy Lances (A2, AP(1), Impact(1))
Sniper Squad [3] 6+ 2+ Sniper Rifles (36”, A1, AP(2), Sniper) Scout, Stealth - 130pts
Ogre Squad [3] 4+ 5+ Heavy SMGs (12”, A3), CCWs (A3, AP(1)) Fearless, Impact(1), Tough(3) M 150pts

A Replace up to two Assault Rifles: I Replace one Assault Rifle: Special Rules
Pistol (12”, A1) and CCW (A2) Free Pistol (12”, A1) and CCW (A2) Free Battle Drills: When the hero and his unit are
Shotgun (12”, A2) Free Plasma Pistol (12”, A1, AP(3)) +5pts fighting in melee roll one die:
Flamethrower (12”, A6) +10pts and CCW (A2)  1-2: Unit gets AP(1)
Plasma Rifle (24”, A1, AP(3)) +10pts Replace one CCW:  3-4: Unit gets +1 attack
Grenade Launcher–pick one each turn: +10pts Energy Sword (A2, AP(2)) +5pts  5-6: Unit gets Defense +1
AT (24”, A1, AP(2))
J Upgrade with one: Commander: Declare one model from this unit to
HE (24”, A1, Blast(3))
be the Commander, who gets Tough(3). When
Fusion Rifle (12”, A1, AP(7), Deadly) +20pts Heavy Weapons (Heavy Machinegun) +30pts
this model is activated you may pick one friendly
Heavy Flamethrower (12”, A6, AP(1)) +20pts Replace any Heavy Machinegun: Infantry unit within 12” and roll one die. On a 4+
Sniper Rifle (36”, A1, AP(2), Sniper) +30pts Mortar (48”, A1, Blast(3), Indirect) +10pts the target unit may use any action, even if it had
Autocannon (48”, A2, AP(3)) +20pts been activated already.
B Upgrade any model with one: Missile Launcher – pick one each turn: +30pts Executioner: Whenever the hero’s unit fails a
Battle Standard (Unit gets Fearless) +5pts AT (48”, A1, AP(4), Deadly) morale test you must kill one of its models and
Radio (Commander gets 24” range) +10pts HE (48”, A1, Blast(3)) the morale test counts as passed instead.
Medic (Unit gets Regeneration) +20pts Laser Cannon (48”, A1, AP(5), Deadly) +40pts
Psychic Spells
C Replace one Pistol: K Replace any Assault Rifle: Psychic Speed (2+): The psychic gets +3A in melee
Plasma Pistol (12”, A1, AP(3)) +5pts Explosive Charges +5pts and the Fast rule until the end of the round.
Replace one CCW: (6”, A1, AP(4), Blast(3)) Protective Dome (2+): Target friendly unit within
Energy Sword (A2, AP(2)) +5pts Plasma Rifle (24”, A1, AP(3)) +5pts 12” gets Stealth until the end of the round.
Energy Fist (A2, AP(4)) +10pts Flamethrower (12”, A6) +10pts Expel (3+): Target enemy unit within 12” gets
Grenade Launcher–pick one each turn: +10pts Defense -1 until the end of the round.
D Replace up to two Heavy Assault Rifles: AT (24”, A1, AP(2)) Foresight (3+): Target friendly unit within 12” gets
Flamethrower (12”, A6) +5pts HE (24”, A1, Blast(3)) +1 to its shooting rolls until the end of the round.
Plasma Rifle (24”, A1, AP(3)) +5pts Fusion Rifle (12”, A1, AP(7), Deadly) +15pts Psychic Roar (4+): Target enemy unit within 18”
Grenade Launcher–pick one each turn: +5pts Sniper Rifle (36”, A1, AP(2), Sniper) +35pts must take a morale test. If failed the unit takes
AT (24”, A1, AP(2)) D3 automatic wounds.
HE (24”, A1, Blast(3)) L Upgrade all models with one: Flame Breath (5+): Target enemy unit within 12”
Fusion Rifle (12”, A1, AP(7), Deadly) +15pts Grenadiers (Defense +1) +5pts takes D6 automatic hits with AP(1).
Heavy Volley Gun (24”, A3, AP(2)) +25pts Forward Sentries (Stealth) +5pts
Demo Experts (Rending in melee) +15pts
E Replace one Heavy Assault Rifle:
Heavy Pistol (12”, A1, AP(2)) -5pts M Replace all Heavy SMGs and CCWs:
and CCW (A2) Mini-GLs (12”, A1, Blast(3)) and -15pts
Plasma Pistol (12”, A1, AP(3)) Free Shields (Defense +1)
and CCW (A2) Replace any Mini-GL:
Replace one CCW: Energy Sword (A3, AP(3)) +10pts
Energy Sword (A2, AP(2)) +5pts
Energy Fist (A2, AP(4)) +10pts N Replace up to two Pistols
and Energy Lances:
F Replace Pistol and CCW: Plasma Rifle (24”, A1, AP(3)) Free
Assault Rifle (24”, A1) Free Flamethrower (12”, A6) +5pts
Plasma Rifle (24”, A1, AP(3)) +5pts Grenade Launcher–pick one each turn: +5pts
AT (24”, A1, AP(2))
G Upgrade Psychic(1): HE (24”, A1, Blast(3))
Psychic(2) +15pts Fusion Rifle (12”, A1, AP(7), Deadly) +10pts
Replace one Pistol:
H Replace one Assault Rifle: Plasma Pistol (12”, A1, AP(3)) +5pts
Plasma Rifle (24”, A1, AP(3)) +5pts Replace one Energy Lance:
Flamethrower (12”, A6) +10pts Energy Sword (A2, AP(2)) Free
Grenade Launcher–pick one each turn: +10pts
AT (24”, A1, AP(2))
HE (24”, A1, Blast(3))
Fusion Rifle (12”, A1, AP(7), Deadly) +15pts
Sniper Rifle (36”, A1, AP(2), Sniper) +35pts
Grimdark Future – Human Defense Force v1.0
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Light APC [1] 4+ 7+ 2x Heavy Flamethrower (12”, A6, AP(1)) Fast, Tough(3), Transport(11), Vehicle A, B 120pts
Armored Truck [1] 4+ 6+ Linked Autocannon (48”, A2, AP(3)) Fast, Strider, Tough(3), Vehicle A, C 125pts
Attack Vehicle [1] 4+ 8+ Acid Cannon (12”, A6, Poison(5)), Fast, Tough(3), Vehicle A, D 130pts
Heavy Flamethrower (12”, A6, AP(1))
Support Vehicle [1] 4+ 7+ Heavy Flamethrower (12”,A6,AP(1)), Fast, Tough(3), Vehicle A, E 265pts
2x Linked AA-Cannons (48”, A2, AP(3), Anti-Air)
Battle Tank [1] 4+ 9+ Heavy Flamethrower (12”,A6,AP(1)), Fast, Tough(9), Vehicle A, F 305pts
Anti-Tank Cannon (48”, A1, AP(7), Deadly)
Light Walker [1] 4+ 6+ Walker Stomp (A1, AP(1)), Tough(3), Vehicle G 65pts
Heavy Flamethrower (12”,A6,AP(1))
Light Gunship [1] 4+ 8+ Laser Machinegun (36”, A3, AP(2)), Flyer, Tough(6), Transport(11), Vehicle H 195pts
2x Strike Missiles (48”, A1, AP(4), Deadly, Limited)
Heavy Gunship [1] 4+ 8+ 2x Fury Missiles (48”, A1, Blast(6), Limited), Flyer, Tough(6), Transport(6), Vehicle I 245pts
Linked Laser Cannon (48”, A1, AP(5), Deadly)

A Upgrade with any: F Replace Anti-Tank Cannon: H Replace Laser Machinegun:


Dozer Blade (Strider) +5pts Nova Cannon (36”, A1, AP(2), Blast(6)) Free Laser Cannon (48”, A1, AP(5), Deadly) +30pts
Camouflage Netting (Stealth) +5pts Siege Cannon (24”, A1, AP(6), Blast(6)) +35pts Replace 2x Hell Missiles:
Hunter Missile +25pts Heavy Autocannon +50pts 2x Rocket Pods (24”, A1, Blast(6)) +35pts
(48”, A1, AP(4), Deadly, Limited) (48”, A4, AP(3), Linked) Upgrade with:
Upgrade with one: Gatling Cannon (24”, A20, AP(1)) +70pts 2x Heavy Machineguns (36”, A3,AP(1)) +80pts
Storm Rifle (24”, A2) +15pts Heavy Plasma Cannon +95pts
Light Machinegun (36”, A3) +25pts (36”, A3, AP(3), Blast(3)) I Replace 2x Fury Missiles:
Battle Cannon (48”, A1, AP(4),Blast(6)) +110pts 2x Linked Laser Cannons +190pts
B Replace Heavy Flamethrower: Replace Heavy Flamethrower: (48”, A1, AP(5), Deadly)
Heavy Machinegun (36”, A3, AP(1)) +15pts Heavy Machinegun (36”, A3, AP(1)) +15pts Upgrade with:
Laser Machinegun (36”, A3, AP(2)) +25pts Laser Cannon (48”, A1, AP(5), Deadly) +55pts 2x Heavy Machineguns (36”, A3,AP(1)) +80pts
Replace Heavy Flamethrower: Upgrade with one:
Heavy Machinegun (36”, A3, AP(1)) +15pts 2xHeavy Flamethrowers(12”,A6,AP(1)) +55pts
2xHeavy Machineguns (36”, A3, AP(1)) +80pts
C Replace Linked Autocannon: 2x Heavy Fusion Rifles +110pts
Linked Heavy Volley Gun -30pts (24”, A1, AP(7), Deadly)
(24”, A3, AP(2)) 2x Plasma Cannons +135pts
Upgrade with one: (36”, A1, AP(3), Blast(3))
Linked Gatling Gun (24”, A10) +80pts
Light Battle Cannon +90pts G Replace Heavy Flamethrower:
(48”, A1, AP(3), Blast(3)) Heavy Machinegun (36”, A3, AP(1)) +15pts
Missile Volley – pick one each turn: +145pts Laser Machinegun (36”, A3, AP(2)) +25pts
AT (48”, A2, AP(4), Deadly) Autocannon (48”, A2, AP(3)) +35pts
HE (48”, A2, Blast(3)) Plasma Cannon (36”,A1,AP(3),Blast(3)) +40pts
Upgrade with: Missile Launcher – pick one each turn: +45pts
Cargo Space (Transport(11)) +10pts AT (48”, A1, AP(4), Deadly)
HE (48”, A1, Blast(3))
D Replace Acid Cannon: Laser Cannon (48”, A1, AP(5), Deadly) +55pts
Flamethrower Cannon (18”, A6, AP(1)) Free Upgrade with any:
Fusion Cannon (24”, A1,AP(7),Blast(3)) +40pts Forward Observer (Scout) +5pts
Replace Heavy Flamethrower: Camouflage Netting (Stealth) +5pts
Heavy Machinegun (36”, A3, AP(1)) +15pts Hunter Missile +25pts
Heavy Fusion Rifle +25pts (48”, A1, AP(4), Deadly, Limited)
(24”, A1, AP(7), Deadly)

E Replace 2x Linked AA-Cannons:


Ballistic Missile (48”, A1, AP(6), Free
Blast(12), Indirect, Limited)
2x Linked Shard Mortars +55pts
(48”, A2, Blast(3), Indirect, Rending)
Artillery Cannon +135pts
(48”, A1, AP(5), Blast(6), Indirect)
4x Eagle Rockets (48”, A1, AP(6), +180pts
Blast(6), Indirect, Limited)
Replace Heavy Flamethrower:
Heavy Machinegun (36”, A3, AP(1)) +15pts

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